URP用UnlitShaderテンプレート
前書き
毎回 URP
用の Unlit Shader
を探してたのでメモ。
環境
Universal RP 14.0.8
解決方法
Shader "URP/URPUnlitShaderBasic" { Properties { _MainTex ("Main Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } Pass { HLSLPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; CBUFFER_START(UnityPerMaterial) sampler2D _MainTex; float4 _MainTex_ST; // (Tiling.x, Tiling.x, Offset.x, Offset.y) float4 _MainTex_TexelSize; // (1/w, 1/h, w, h) CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); return OUT; } // フラグメントシェーダーの定義。 half4 frag(Varyings IN) : SV_Target { float4 col = tex2D(_MainTex, IN.positionHCS); return col; } ENDHLSL } } }